Project_WL/Assets/Script/Character/Projectile/Skill/Skill_Hurricane.cs

75 lines
2.3 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Skill_Hurricane : ProjectileBase
{
[Header("소용돌이 유지 시간")]
public float lifeTime = 15f;
[Header("소용돌이 데미지 범위")]
public float damageArea = 5f;
[Header("데미지 간격")]
public float damageGap = 0.33f;
[Header("소용돌이 이동속도")]
public float movespeed = 1f;
public override void Set(ProjectileData _data)
{
_data.eStartPos = eProjectileStartPos.Target;
base.Set(_data);
movespeed += IsStep(1) ? Get_AwakenData(1, 1) : 0f;
_data.LifeTime = lifeTime + (IsStep(2) ? Get_AwakenData(2, 1) : 0f);
StartCoroutine(Co_Update());
}
IEnumerator Co_Update()
{
var step3 = IsStep(3);
if (step3) damageArea += Get_AwakenData(3, 1);
while (m_ProjectTileData.LifeTime > 0f)
{
yield return new WaitForSeconds(damageGap);
m_ProjectTileData.LifeTime -= damageGap;
var enemies = Get_Enemies(transform, damageArea);
Attack_Enemies(enemies, step3);
}
Off();
}
private void Update()
{
if (!DSUtil.CheckNull(m_ProjectTileData.target) && !m_ProjectTileData.target.IsDead())
{
var targetpos = m_ProjectTileData.target.Get_position();
transform.position = Vector3.MoveTowards(transform.position, targetpos, Time.deltaTime * movespeed);
// Create a new position with the y value you want
Vector3 newPosition = transform.position;
newPosition.y = 0.01f; // Set the y-value
transform.position = newPosition;
}
else
{
m_ProjectTileData.target = Get_NearstEnemy();
if (DSUtil.CheckNull(m_ProjectTileData.target))
Off(true);
}
if (m_ProjectTileData.shooter.IsDead()) Off();
}
void Attack_Enemies(List<Actor> enemies, bool airborne)
{
for (int j = 0; j < enemies.Count; j++)
{
if (DSUtil.CheckNull(enemies[j])) continue;
if (j >= enemies.Count) break;
if (airborne) enemies[j].KnockedAirborne();
enemies[j].Get_Damage(Get_DamageInfo());
}
}
}